Currently, the approval rating for colonies takes negative modifiers depending on how high your taxes are, or how overcrowded it is. I think that these modifiers could be reduced a bit if there were a third negative modifier that depends on how overtaxed AND overcrowded the colonists feel - that is to say, if they feel very strongly about both issues they generate a seperate point of disapproval.
RemingtonRyder
I'd rather play an AI, at least then I know to consistently expect some resistance. Human players don't always give a challenging game; they might be more devious, unpredictable and vindictive, but they're also gullible, selfish and bone-headed. Multiply that over an ungodly number of turns and bathroom breaks, and you might find that a human player is far less consistent in their performance.
Here's something else that may need correcting. The current background music can get nippy sometimes after it's repeated so many times, so I like to hit Ctrl-M a couple of times to stop and then restart the background music, and usually I get a different track. However, the keyboard shortcut doesn't seem to reliably work with the new beta, and when it does (or when I go into the audio options to toggle the background music off then back on) I get the same track again.
It would be a good idea if the colony manager highlighted (or even, had a sort for) recently-converted colonies.
Popup messages for culture flipping. Rather than showing all those individual messages that need to be clicked through, just summarise the losses and gains in the turn summary. An option checkbox for this at least. Just a thought here, but also perhaps the mining outposts might be operated by (a subsidiary of) the manufacturers that you can lease from. Accordingly, one advantage of leasing might be that outposts controlled by the leasing firm you do most business wit
The economy is a bit different than in DA. Lots of the buildings cost more maintenance, so you need to place less money-sucking buildings (or demolish some of the ones you already have). Use the asteroids where possible to avoid building so many factories. Ensure theat your colonies have the best population, by building transports (a coloniser with an extra colony module, or a proper troop transport) to move excess population where it's needed. Research better economy
Reverse engineering of games also sometimes results in unofficial patches or backwards compatibility fixes long after developers have stopped updating. If you could foolproof them completely, that would be one sure way to accelerate their climb to the shelf in the long-term.
*slaps on a 'Marathon Topic' sticker* Well bearing in mind how this topic began, multiplayer GC3 would probably not throw as much information or have as much drill-down, because if the multiplayer is optimised so that an average player who has played a multiplayer TBS before isn't daunted, the interface and the game itself have to be somewhat streamlined. You have to be able to get through a turn without himming and hawing over details. This might mean that there will be a
[quote]OFF TOPIC: By the way, why do some people's metaverse icons appear beneath their posts, and others don't?[/quote] One needs to actually pick a character whose metaverse icons will appear under one's signature. It's a matter of personal taste.
Personally, I'd rather download a demo. Doesn't take so frickin' long.
However, games aren't sold the same way that for example, a painting is. The ownership of the game isn't being transacted, the license to use that game is. If you actually bought a game in the sense of owning it afterwards, you'd be paying considerably more.
The problem with reselling GalCiv II (for example) is that the updates are available only if you have registered the game to your account. Therefore by reselling you're not actually passing that value for money on to the next person who plays the game. They might pay more money to get it new, but at least they'll have the same rights to service as you did. However it's still possible to install and play the game without updating. In that way, the vanilla gam
I didn't have a particular objection to having to activate. To use the online features of Spore you invariably have to activate, and I didn't have a problem with that. What I did have a problem with was that the product didn't exactly live up to expectations after I had activated. It's a bit crash-prone and poor value for money, in my opinion. Now if I did burn through three activations somehow I probably would be on the phone to complain about it, but at the moment
Well the creature combat is a little disappointing, but any abilities that they have do get carried over to the tribal phase. For example, creatures that can fly will continue to do so.
Far as I know, any valid design which uses your ship style is buildable. This update looks really promising, automating the constructors is sure to let the player focus on the gameplay a bit more.
Although the gameplay does let it down somewhat my main niggle is the controls. Specifically, if I'm going to be doing the same things over and over again I do not want my hands to be aching from all the holding down of keys. Whenever I fight other UFOs I feel like I have one hand tied behind my back and my allied ships do most of the firing. Bad enough that I command the only ship in my empire's fleet but can't I at least have some weapons officer shoot at the targ
Back when I studied computer science, the book to get was A Book on C, by Kelley and Pohl. For some reason it didn't seem to help back then but these days it's a handy resource to have at arm's reach, for C coding anyway. I think that when I found a practical use for C coding it was easier to get into.
I don't have an Nvidia card so I don't know them too well, but as far as AGP cards are concerned I'd check that you have installed an AGP driver specific to your motherboard, especially after doing a clean install of Windows XP. Bring DirectX up to date too if you haven't already. What tends to work for me when instability occurs is to install different graphics drivers. Thew newest ones don't always play well with the card you have, or the games you have, it's a constan
It looks like file corruption. I'd suggest checking the hard disk for errors to be safe. It seems that the problem happened with an autosave (the new autosave being written to a file called autosave.tmp before the old one is renamed and the new one takes its place) which is a disk operation so again, could be a problem with the hard disk if that operation failed. Depending on your operating system, it might be necessary to restart the PC so that the disk check can proceed.
[quote]On another note, if any of you who are sending in your resumes have never made a game, start working on one now. You're going to be competing against people who have gone to Full Sail or Digipen who have had to make a significant project every year for four years and people who have been programming games in their spare time for fun. [quote]Problem is, my ideas tend to be a bit too ambhitious - I want to create something big, then some time down the road realize I'd need a
Auto Attack is a great idea in theory. Your ships kill enemy ships without requiring intervention from you. However in practise, it's better to stick them in Guard mode and if an enemy ship or fleet gets too close then they'll become selectable with the Tab key. I guess though that I'm wasting my time even replying.
I doubt that there is this large base of players who'll jump at the chance of playing turn-based strategy and unless there is a large base of players who are interested in the mutliplayer side of things, it will be a disappointment. If there were sufficient interest, I would have thought that this thread would be longer than twenty pages. Even then, if you could get a thousand players there's nothing to say that the multiplayer experience will actually be enjoyable.&nbs
PC games aren't dying because of piracy. They're in some cases dying because developers aren't coming up with new and exciting concepts that really grab gamers like never before, or bringing back old but fun concepts that make for good gameplay. It's easy to blame piracy when the game hits the shelves and doesn't shift except maybe to the bargain bin. People have to want to buy it. Multiplayer on its own won't generate more sales. A game with the right
Well the trouble with the strategy is that if your enemies pack lots of firepower, the ship running interference will not have enough defence or hitpoints to keep the rest of the fleet shielded. You can scale things up and use a ship with a larger hull (and more base hitpoints) which can pack in more defence modules, but that does mean less logistics for ships with some serious firepower.
Just remember, if the game you were playing when you saved requires a mod, that mod will need to be installed on the other machine too.